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level 14 instakill traps... why?


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seriously... in blood sands for example, there are now level FOURTEEN traps on chests.

they insta knockout, btw.  says it does 100 endurance damage, but even if you have 300 endurance... it knocks you out.

ridiculous.

whoever designed the trap system for PoE keeps on getting it wrong... and seems to be getting worse instead of better at it over time.

the only remaining game mechanic that still needs serious fixing left in the game, IMO.

seriously, whoever is currently managing it?  put them on a different project; give it to someone else to manage.

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I understand your frustration, but you can easily reach lv.14 mechanics. I gave 12 mechanic points on Devil of Caroc, and there are mechanic+2 gloves in the game. Have a try on using traps in combats. Traps are hard to use at first, but it gets fun after a while, especially with high mech accuracy.

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Tbh I am ok with traps dealing such big damage. 

 

What I find strange is that when you disarm it and put it into inventory, it is suddenly made to deal less damage. Isn't it the same trap after all?

I understand that this is made for balance, as explained in another thread by Sking.

 

But I find it would make more sense to have "Trap of X" that lays on the floor getting transformed into "Scrapped Trap of X" once picked up. One extra word, one less immersion breaker. 

Edited by MaxQuest
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Tbh I am ok with traps dealing such big damage. 

 

What I find strange is that when you disarm it and put it into inventory, it is suddenly made to deal less damage. Isn't it the same trap after all?

I understand that this is made for balance, as explained in another thread by Sking.

 

But I find it would make more sense to have "Trap of X" that lays on the floor getting transformed into "Scrapped Trap of X" once picked up. One extra word, one less immersion breaker. 

 

So you think the trap maker prints the damage on the bottom someplace and when you disarm it the figures change? How would your character even know how much damage a trap set by someone else would do to begin with never mind know how much it more or less it will do if it is reset and used later by someone else. Sounds to me like the player here is the one breaking immersion with too much metagaming  :grin:

Nomadic Wayfarer of the Obsidian Order


 

Not all those that wander are lost...

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So you think the trap maker prints the damage on the bottom someplace and when you disarm it the figures change?

People of Eora are very pedantic about it. How else would we know that a found Scroll of Fan Flames deals 30-42 damage :grin:

 

How would your character even know how much damage a trap set by someone else would do to begin with never mind know how much it more or less it will do if it is reset and used later by someone else.

Well, I know that that trap will fry my character. But if he takes and moves it 1 foot to the right, or even puts back into the same place it suddenly loses in damage. My suggestion was to mark the trap as scrapped, indicating that it wasn't that perfectly assembled back again, and thus the loss in efficiency.

 

Sounds to me like the player here is the one breaking immersion with too much metagaming  :grin:

Maybe :)
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I understand your frustration, but you can easily reach lv.14 mechanics. I gave 12 mechanic points on Devil of Caroc, and there are mechanic+2 gloves in the game. Have a try on using traps in combats. Traps are hard to use at first, but it gets fun after a while, especially with high mech accuracy.

 

Whilst this is true, it does require two things: (i) you have to have Devil in your party since she's the only companion who starts with 2 mechanics (which saves you 12 points getting to 12 mechanics compared to someone who starts with 1 mechanics) and (ii) the gloves you describe are random loot so it's very possible to never get them.

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So a char got knocked out once...and this is a big issue why, in a game with limitless resting? And btw if you have a bit of sense and open it with your tank, who will have great deflection/reflex which the majority of traps target, there's an excellent chance it will be a graze/miss. The bit in the OP about some magical knockout regardless of endurance is total nonsense.

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I understand your frustration, but you can easily reach lv.14 mechanics. I gave 12 mechanic points on Devil of Caroc, and there are mechanic+2 gloves in the game. Have a try on using traps in combats. Traps are hard to use at first, but it gets fun after a while, especially with high mech accuracy.

you can be as low as level 7 or 8 when you reach this area.  NOT at all easy to get traps skill that high at that level.  I should have added that to my OP; I recall intending to, but somehow missed it.

 

 

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Honnestly, how much time in the game do you meet more than 1 trap/lock with 13+ level ?

3 so far, in the twin elms areas and surrounds, just for starters (blood sands, galwain's maw).  there are at least that many I have run into in white march. 5 in Cad Nua that I recall... these are just the ones I recall.  I'm sure there are plenty more.

 

 

 

all noted, because you can easily step on some of them, and because you could easily be low level

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So a char got knocked out once...and this is a big issue why, in a game with limitless resting? And btw if you have a bit of sense and open it with your tank, who will have great deflection/reflex which the majority of traps target, there's an excellent chance it will be a graze/miss. The bit in the OP about some magical knockout regardless of endurance is total nonsense.

one, you can be in combat at the same time in a lot these areas.

 

two, roleplaying: ur doin it wrong.

 

 

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Tbh I am ok with traps dealing such big damage. 

 

What I find strange is that when you disarm it and put it into inventory, it is suddenly made to deal less damage. Isn't it the same trap after all?

I understand that this is made for balance, as explained in another thread by Sking.

 

Yeah, I read that post as well.  The problem I have with it is that you can only lay a single trap (or at least that's all my nearly maxed out Devil can lay), what's the point in bothering if all it will do is scratch the enemy.  If you could lay a bunch of traps, that'd be one thing.  But when you can only lay one, it seems to me that that single trap needs to be nastier than they currently are, if the devs want me to bother laying traps at all.

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Well... its just to make sure you're not being lazy, and actually checking for traps. But I feels your pain.

 

Exactly.  If the traps did little damage, people would just walk thru an area without a care in the world.  If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party.

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Exactly.  If the traps did little damage, people would just walk thru an area without a care in the world.  If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party.

 

But as mentioned, unless the Watcher is specialising in mechanics the only companion who can reach high level mechanics early on is Devil of Caroc who is also the last companion most people get, and even then if you are low enough level you might not be able to disarm or even detect some of these traps.

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Exactly.  If the traps did little damage, people would just walk thru an area without a care in the world.  If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party.

 

But as mentioned, unless the Watcher is specialising in mechanics the only companion who can reach high level mechanics early on is Devil of Caroc who is also the last companion most people get, and even then if you are low enough level you might not be able to disarm or even detect some of these traps.

 

 

Or you can bring along a merc. 

 

Also, if you try to disarm a trap and are unable to do so, no one's saying that you absolutely MUST trigger it.  Furthermore, it's not like you have some right to ignore traps.  You need to be prepared for them.  And that means having along someone who is very well skilled in Mechanics.  Don't expect the game to give you freebies all the time where traps are concerned.  Mechanics is a skill where you pretty much either go all in, or not at all.  And if you're not going to have an exceptionally well skilled Mechanics person, then you have to accept that there WILL occasionally be some traps you won't be able to disarm or some locks you won't be able to open, or some hidden items, etc. you won't be able to spot.

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Well... its just to make sure you're not being lazy, and actually checking for traps. But I feels your pain.

 

Exactly.  If the traps did little damage, people would just walk thru an area without a care in the world.  If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party.

 

that's crap.

 

raise your hand if you found the level 14 trap on the first level of the forge?

 

yeah... that is UNDETECTABLE, unless you have at least 12 mechanics up and running (i tested this, repeatedly... 11 is not good enough to even detect it... has to be at least 12), and you can't get close enough to disarm it without triggering combat.

 

1st time I ran across it... I literally RAN ACROSS IT, and for fun and lulz... it wiped out my entire party AND the entire enemy party at the same time... yeah, ONE trap did that. it was a level 14 poisonous cloud trap.  my entire party was level 15 at the time... all dead.

 

no, sorry, you suckers are just plain wrong about this.  it's nutz.

 

 

Edited by Ichthyic
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Well... its just to make sure you're not being lazy, and actually checking for traps. But I feels your pain.

 

Exactly.  If the traps did little damage, people would just walk thru an area without a care in the world.  If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party.

 

that's crap.

 

raise your hand if you found the level 14 trap on the first level of the forge?

 

yeah... that is UNDETECTABLE, unless you have at least 12 mechanics up and running (i tested this, repeatedly... 11 is not good enough to even detect it... has to be at least 12), and you can't get close enough to disarm it without triggering combat.

 

1st time I ran across it... I literally RAN ACROSS IT, and for fun and lulz... it wiped out my entire party AND the entire enemy party at the same time... yeah, ONE trap did that. it was a level 14 poisonous cloud trap.  my entire party was level 15 at the time... all dead.

 

no, sorry, you suckers are just plain wrong about this.  it's nutz.

 

 

 

 

Horsesh*t.  It is NOT crap.

 

When I absolutely, positively want to find every trap, I have a Rogue in the party who has as much skill in Mechanics as possible.  If you want to run around with a sub-par traps "specialist", be my guest.  But you shouldn't get any freebies for doing so.

 

And no, it's you who is wrong here.  You just want a free pass to find and disarm every trap with sub-par "rogues".

 

 

 

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Well... its just to make sure you're not being lazy, and actually checking for traps. But I feels your pain.

 

Exactly.  If the traps did little damage, people would just walk thru an area without a care in the world.  If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party.

 

that's crap.

 

raise your hand if you found the level 14 trap on the first level of the forge?

 

yeah... that is UNDETECTABLE, unless you have at least 12 mechanics up and running (i tested this, repeatedly... 11 is not good enough to even detect it... has to be at least 12), and you can't get close enough to disarm it without triggering combat.

 

1st time I ran across it... I literally RAN ACROSS IT, and for fun and lulz... it wiped out my entire party AND the entire enemy party at the same time... yeah, ONE trap did that. it was a level 14 poisonous cloud trap.  my entire party was level 15 at the time... all dead.

 

no, sorry, you suckers are just plain wrong about this.  it's nutz.

 

 

 

 

Horsesh*t.  It is NOT crap.

 

When I absolutely, positively want to find every trap, I have a Rogue in the party who has as much skill in Mechanics as possible.  If you want to run around with a sub-par traps "specialist", be my guest.  But you shouldn't get any freebies for doing so.

 

And no, it's you who is wrong here.  You just want a free pass to find and disarm every trap with sub-par "rogues".

 

 

 

LOL  this assumes you have some idea where there are going to even BE high level traps... but unless you've played the game before... you don't.

 

that's the damn problem... you will find level 14 traps in areas where all the other traps are 6 or 7.    then, when you detect the lower level traps, you assume you have the right skill level for the area... but it ain't so.  And it's not that traps are dangerous.... it's that they can cause complete wipes.... even the little ones.

 

look, you really are not even listening.  sub par rogues?  WHAT ROGUE HAS LEVEL 14 MECHANICS AT LEVEL 7?

 

run along. 

 

 

 

Edited by Ichthyic
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Well... its just to make sure you're not being lazy, and actually checking for traps. But I feels your pain.

 

Exactly.  If the traps did little damage, people would just walk thru an area without a care in the world.  If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party.

 

that's crap.

 

raise your hand if you found the level 14 trap on the first level of the forge?

 

yeah... that is UNDETECTABLE, unless you have at least 12 mechanics up and running (i tested this, repeatedly... 11 is not good enough to even detect it... has to be at least 12), and you can't get close enough to disarm it without triggering combat.

 

1st time I ran across it... I literally RAN ACROSS IT, and for fun and lulz... it wiped out my entire party AND the entire enemy party at the same time... yeah, ONE trap did that. it was a level 14 poisonous cloud trap.  my entire party was level 15 at the time... all dead.

 

no, sorry, you suckers are just plain wrong about this.  it's nutz.

 

 

 

 

Horsesh*t.  It is NOT crap.

 

When I absolutely, positively want to find every trap, I have a Rogue in the party who has as much skill in Mechanics as possible.  If you want to run around with a sub-par traps "specialist", be my guest.  But you shouldn't get any freebies for doing so.

 

And no, it's you who is wrong here.  You just want a free pass to find and disarm every trap with sub-par "rogues".

 

 

 

LOL  this assumes you have some idea where there are going to even BE high level traps... but unless you've played the game before... you don't.

 

that's the damn problem... you will find level 14 traps in areas where all the other traps are 6 or 7.    then, when you detect the lower level traps, you assume you have the right skill level for the area... but it ain't so.  And it's not that traps are dangerous.... it's that they can cause complete wipes.... even the little ones.

 

look, you really are not even listening.  sub par rogues?  WHAT ROGUE HAS LEVEL 14 MECHANICS AT LEVEL 7?

 

run along. 

 

 

 

 

 

What kind of noob is in Twin Elms with a 7th level party in the first place?  Run along, noob.

 

 

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What kind of noob is in Twin Elms with a 7th level party in the first place? Run along, noob.

Do you realized that the not level scaled critical path of the game was intended to be beatable by people who have done very few sidequests?

 

And your point about having a rogue specialized in mechanics just proves how badly designed the mechanics skill is, since it is considered a must to have an specialist in it, and investing only a little in it is virtualy useless, while all other skills depend only on your build.

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  • 2 weeks later...

He is right in that the traps are pretty uneven in power and in need for detection.

 

Some are way OP and some needs skyhigh mechanics which is a problem because of what starting bonuses

 

If a handfull of traps were scaled down and the starting bonuses were alot less important it would be perfect. (Now its just ok)

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